* In a previous update in 2021 many copyright ranges were truncated
accidentally, and some files have been copy-pasted with wrong years. These
dates have been fixed based on git history and original copyright messages.
* The enums are given after compute, to preserve indices for the normal vertex
pipeline.
* Mesh dispatches are considered a new action type, rather than being bundled
into the `Drawcall` type. This will allow them to be distinguished by API
backends as needed. The UI treats them as drawcalls
* We apply this universally even though it's not relevant to D3D11/GL. It means
a couple of empty array entries but it should not cause any significant
issues.
* Shader messages will be identified by group and thread as with compute
shaders. For mesh shaders there is an additional subdivision to identify them
by task group, since each task group can submit a grid of mesh groups.
* There seems to be a significant slowdown when using real swapchains, both for
creation and display. Since thumbnails don't update often (only on event
change, or if the panel is resized which is not a regular occurence)
counterintuitively it's better to render and readback the image offscreen and
re-upload it on the CPU.
* There's not a good accepted terminology for this kind of event, and for
historical reasons 'drawcall' has been the accepted term, even though
that can be quite confusing when a dispatch or a copy is a 'drawcall'.
* This is particularly highlighted by the event browser filters where
$draw() includes draws and dispatches, but $dispatch() only includes
dispatches, it's hard to intuitively understand why $draw() matches all
of these calls.
* As a result we've defined the term 'action' to cover these types of
events in the same way that we defined 'event' in the first place to
mean a single atomic API call.
* Also added a script that can run as part of CI to verify that the docstring
matches, by generating a regex from the docstring documented parameter types
and return type and making sure we find a match within the C headers. This
ensures all parameters are documented with the right types, no extra
parameters are documented, and the return type is correct.
* The script also checks proper scoping so that if qrenderdoc docstrings
mention a renderdoc type, they need to scope it properly.
* We tune the pipeline state view and texture viewer to only iterate over a
small list of dynamically used binds in the (vastly more common) case where
unused binds are not being shown.
* This simplifies the code flow because we can be sure that we always have
cached read-only/read-write resources (this was true before, but now it's
clear).
* Subresource handling is more consistent - we pass around a struct now that
contains the array slice, mip level, and sample. We remove the concept of
'MSAA textures count samples as extra slices within the real slices' and
internalise that completely. This also means we have a consistent set
everywhere that we need to refer to a subresource.
* Functions that used to be in the ReplayOutput and use a couple of implicit
parameters from the texture viewer configuration are now in the
ReplayController and take them explicitly. This includes GetMinMax,
GetHistogram, and PickPixel.
* Since these functions aren't ReplayOutput relative, if you want to decode the
custom shader texture or the overlay texture you need to pass that ID
directly.
* This is primarily useful for HLSL on Vulkan, but could be used with any other
combination. If multiple tools can perform the conversion, the highest
priority one is used.
* Supported textures are decoded into standard format of YUVA, displayed
visually with Y in green, U in blue, V in red.
* A new texture display mode 'YUVA decode' has been added which does a default
full-range conversion from YUV to RGB.
* Custom shaders can be used to implement a custom decode matrix.
* We enforce a naming scheme more strongly - types, member functions,
and enum values must be UpperCaseCamel, and member variables must be
lowerCaseCamel. No underscores allowed.
* eventId not eventID or EID, and Id preferred to ID in general. Also
for resourceId.
* Removed some lingering hungarian m_Foo naming.
* Some pipeline state structs that are almost identical between the
different APIs are pulled out into common structs. Where something
doesn't make sense (e.g. viewport enable for vulkan) it will just be
set to a sensible default (in that case always true).
* Changed scissors to be x/y & width/height instead of sometimes
left/top/right/bottom
* Abbreviations are discouraged, e.g. operation not op, function not
func.
* This is to support python bindings - the pyside implementation of
QVector, QString, etc is not available to SWIG, so SWIG treates these
all as opaque types.
* Rather than trying to set up bindings that work for rdcarray and
QList/QVector, or implementing separate bindings, we instead just say
that the public interface must use the rdc types. In most cases they
seamlessly convert to/from Qt types anyway.
* In a couple of places we use an array of pairs instead of a map. In
future we probably want an rdcdict or rdcmap with proper dict bindings
in python.